extends Node
class_name GameState

signal state_transition_requested(new_state: GameManager.State)

var manager : GameManager = null
var state_data : GameStateData = null

func setup(context_manger : GameManager, context_data : GameStateData) -> void:
	manager = context_manger
	state_data = context_data

func transition_state(new_state: GameManager.State, data : GameStateData = GameStateData.new()) -> void:
	state_transition_requested.emit(new_state, data)
